This was a Role-Playing Game Association (RPGA) entry for the annual contest (1994), results presented at that years GenCon. This was the first year I had entered.
I submitted an entry the following year also (Mirrored Possibilities). This entry, “Symbolic Apparatus,” is an adventure for TSR’s Amazing Engine system / For Faerie, Queen, and Country. I won second place in the competition.
The text is exactly as I submitted it, along with the original images. As such, there may be some “messy” bits therein (original as PDF).
Dwayne Summerfield — RPGA# 152317
This is a module for the “For Faerie, Queen, and Country” Amazing Engine™ Universe (FQC). If you will be participating as a Player Character (PC), stop reading now. If you are to be the Game Master (GM), read everything before doing anything. The text appearing within the boxes is the minimum to be presented to the players at the appropriate times and in an appropriate context.
This adventure is geared towards a group of 4-6 beginning to intermediate characters. Overall the PCs should be somewhat versed in The Art and have skills relating to investigative and troubleshooting areas.
Whether this module is being used in an ongoing campaign, or as a single evenings entertainment, the PCs are assumed to belong to a trouble-shooting Organization and are called upon to investigate a situation.
Your characters are assumed to belong to, or at a minimum, have loose connections with a secretive “trouble-shooter” Organization. This Organization is assumed to have a non-traceable link with Her Majesty. Her Majesty will occasionally call upon the Organization to solve problems that either must be solved in a very timely manner or can not be solved by normal (legal) means.
The PCs are asked to investigate the disappearance of students from the Academy. The investigation of this problem will uncover a larger plot - a “symbolic” machine for amplifying malevolent magical energy and directing that energy to a specific target, under the control of the Esteemed Order of Thaumaturgists. The PCs discover this apparently too late as the machine is directed to act upon London.
A Thaumaturgist has started up a small curio shop in London called “The Artifact Shop” as a front for an information network. The products are expensive but genuine, and business is good. The Thaumaturgist is planning the downfall of England by first taking out London. He is currently working alone, with minor assistance from the Unseelie Court. All of the Thaumaturgists plans center around his fantastic discovery of the “symbolic magical apparatus”.
Symbolic Magical Apparatus - A New Form of The Art
A “symbolic magical apparatus”, or “symbolic machine”, is a construct that represents accurately something from reality, and has had a touch of The Art applied to it. This results in a “machine” that looks like a drawing of an actual working device. The drawing may be surprisingly simple, as long as all of the basic functionality is reproduced in the “simulation”. The machine, after having the appropriate magic cast upon it, actually performs the intended function of the original, real-life machine. An example is the symbolic machine used in this module.
3.0 We Have A Problem.
The PCs are asked to investigate the unusual disappearance of students from the Academy. The PCs are approached by a contact of the trouble-shooting Organization and are given a portfolio. This is normally how a job is assigned.
The portfolio contains 5 pictures of youths all apparently in their late teens, along with a short dossier to go with each photo. The dossier for each gives a description of the pictured individual as well as a bit of a background. The significant things in the dossier are the fact that all of the individuals are students of the Academy and all are missing.
If the PCs state that they are going to examine the dossiers with the intent of comparison between them, the PCs will note the following differences/similarities:
There is no pattern for sex or age - both appear to be random with the amount of data given.
All students are from someplace other than London, and it is not obvious as to how their relatives would be contacted, or if this would even prove useful.
All of the students were actively studying The Art at the time of the disappearance.
The students were all studying The Art under different professors.
The students were all studying Divination.
These are all 100% accurate. The GM should fill in whatever extra data (noise) is desired, however, the data given should be relatively accurate, at least from the Organizations point of view.
The PCs should first go to the academy to investigate the disappearance of the missing students.
As you approach the Academy’s main entrance you note the Alma Mater of this great institute: “The Science without the Art is likely to be ineffective; the Art without the Science is certain to be inaccurate.”
The only available professor to speak with will be Dr. Everet Smythe. Dr. Smythe is the head of the “The Art - Divination” Department and is familiar with all students in general, to the point of knowing most by their first names, and with the missing students in particular, as they were all enrolled in his department.
As you are ushered to the back of the room the professor, Dr. Everet Smythe, appears to be giving his closing statements for the lecture.
“And in conclusion, any machine that incorporates feedback in its construct will show similar behavior - if the feedback is removed the machine will perform inaccurately and possibly shut down. If the feedback is increased the machine will most probably overload itself, becoming unstable, possibly to the point of catastrophe. Tomorrow we discuss Chapter 3. Good day.”
After the last student files out of the room, the professor approaches and all appropriate introductions are made. The PCs are now able to interrogate the professor. The professor is not overly pompous or egotistic, but he does demand respect per his position. If at any time the PCs begin to get pushy or in any way implicate the professor in the disappearances, the professor will give them one stern warning.
I take your implications as an Outrage Sir/Madam, and if you wish to continue this conversation you will do so in a CIVILIZED manner, or we have nothing more to discuss!
If the interrogation goes well the PCs should learn the following facts about the students:
They were all in fact enrolled in the Divination Department.
They were all doing pretty poorly in their studies, and the apparent reason was a lack of application and impatience in their respective studies.
The PCs should ask about any other students that currently fit the profile, and in fact, there is one, a Steven McShane. The PCs are expected to inquire as to the whereabouts and routine kept by Steven and follow him. This student is soon to join the other missing students. Steven has already been approached by the Thaumaturgist.
The trailing of Steven should not be an overly difficult task, as he is not trying to avoid being trailed. However, the GM is encouraged to lead the PCs on a small trek to parts of London perhaps not normally traveled. Remember that Steven is impatient for Mastery of The Art and is looking for these skills just about anywhere he can get them. Some of his contacts might be pretty shady. One area that Steven will visit, and should be pointed out to the PCs, is the Hot Air Balloon Exhibition. Though there are no balloons up at this time, all of the trappings and equipment are strewn all about the park, and Steven is one of many onlookers.
The PCs will eventually follow Steven to The Artifact Shop. Steven will enter the shop at about 1:00 in the afternoon. If the PCs immediately follow Steven in they will see him being escorted into the back rooms of the shop by someone who is assumed to be the proprietor.
Steven will not come back out. Eventually, the PCs will have to go in and investigate. If the PCs hesitate the GM should make a big thing about what appears to be the proprietor closing up for the night. From all of the information the PCs have on Steven and all of the other missing students, The Artifact Shop in mentioned nowhere. If the PCs do not take this opportunity then the PCs have lost their chance to stop the problem before it becomes a big problem. The adventure technically ends here. However, for GMs that are running this adventure in a campaign, the problem still exists and now it will be harder to stop.
4.0 The Artifact Shop
When the PCs enter the shop they will see:
The shop is about 20 feet by 20 feet with a counter running along the back. Behind the counter is a curtained door that leads to rooms beyond. The area in front of the counter is populated sparsely with several small wood and glass cabinets filled with trinkets and curios.
Upon closer examination:
The cabinets in the room appear to be very delicate and the items held within equally fragile. Looking closer at the items within you realize these are not the cheap baubles one could by at the street market, but rather things a collector might desire, or gifts for that someone that already has everything. You feel like a Bull in a China closet in here.
The shop itself is very tastefully done, with the lower half of the walls being of richly textured wood panels and the upper half of the walls covered in a very tasteful floral wallpaper. The only ornamentation is the gas lamps on the walls at either end of the counter, which looks like some fantastic brass and glass construct that one wouldn’t dare light.
The only other person present in the shop is an old man that greets you as the establishment’s proprietor.
The proprietor, Raymond, is the Thaumaturgist. If the PCs confront the proprietor about Steven, the proprietor will at first disavow any knowledge of Steven. If the PCs insist that they just recently followed Steven here and saw him enter the establishment, Raymond will “remember” Steven and tell them that he left out the back way. The proprietor will then start asking who the PCs are and where they are from.
You get the feeling that the proprietor is hiding something, or perhaps just holding something back. He also appears a bit nervous. The proprietor has moved over next to the curtained door.
The Thaumaturgist has no idea that the PCs are representatives of the Organization. He is careful though, and at any time the conversation looks like it is going to go against him he will dart into the back room. The Thaumaturgist hasn’t enough stamina left after teleporting Steven to the Drain to combat the PCs. Therefore once in the back room he will grab a small bag from his desk and use what he has left to teleport himself to the “Drain”:
As you rush through the curtain you hear:
“I …. .. .. ..Transport … ….. .……… ….. … .. .the Drain instantly!”
and then a loud POP and a faint whiff of smoke. The proprietor is gone. However, in his hasty departure, the proprietor apparently grabbed some items off of a desk. In doing so a small candle and a stone about one inch round fell to the floor.
Upon close inspection of the stone you find an image of a spiral or whirlpool carved into the face of the stone.
The PCs will not catch enough to be able to cast the spell themselves. However, the stone is a Runestone. Though the stone is of no real value, it can be used in Divination, along with the name “Drain” to determine where the Thaumaturgist has gone.
5.0 The Drain
The Drain is just that. A large hole out in the ocean about 50 miles off the coast almost directly in line with the mouth of the Thames. The area is simply noted as an anomaly on the maps and is avoided by all sailors. This is one of those areas that everyone has heard of but no one really paid attention to. No vessel going into the area has ever returned. The reason for this is not anything mystical, but rather just plain dangerous. The Drain is an old extinct volcano whose mouth is some 300 feet across and just inches below the surface. The effect is to cause a constant “waterfall” around all of the edges. The Drain never fills up, though it is unknown where the water goes. The Thaumaturgist assumes to the center of the earth. (Another good campaign hook?). Within the Drain, the Thaumaturgist has set up shop.
Figure 1 - A see-through view of the Drain
The PCs, with the help of some Divination, should be able to get a close approximation as to the location of the drain. The following is an example of the vision seen during the Divining.
A vision is forming. In it, you appear to be soaring high above a vast expanse of water. As you come closer to the water, you see a large dark spot begin to appear. The water swirls and spirals down into the hole. Though you can see no bottom to the hole you do see ships, big and small, falling over the edge of the whirlpool like the water into the hole. You get the definite feeling that you are flying, and slowly being drawn into the hole. As you get closer a fear comes over you as the hole starts to look like it has teeth. The teeth start grinding together, attempting to “bite” you out of the sky. Just as you are about to plunge into that great maw, you jerk up out of the trance.
It is not expected that the PCs fly to the Drain. With the clues in the vision and the prior Hot Air Balloon spectacle, the PCs are expected to “rent” the services of a hot air balloon. Of course, if the PCs are capable of Transporting to the Drain by other means, then so be it.
The renting of the hot air balloon will include a pilot to magically steer the device. Note that the pilot will not participate in ANYTHING except the navigation of the balloon.
If physical flight is used to get to the Drain, the PCs will encounter 2 Brags.
There appear to be two birds approaching. As the birds get closer you see that they are quite large, and the shape is suggesting that they may not be birds.
Both of the “birds” are hideous, half vulture, half octopus type things. As they approach they are screeching at each other in some garbled language. The two beasts split up, one going back the way it came, the other heading straight for you!
The one Brag will attempt to delay the PCs, allowing the other one to get back to the Thaumaturgist to warn of the PC approach. This Brag is not one to just throw away its life, but is easily enraged and will probably fight to the death.
If the PCs are using a hot air balloon to travel to the Drain, the Brag will make a point of trying to puncture the balloon if the Brag is loosing. If the balloon gets punctured the PCs will probably make the Drain, but repairs will have to be done by the pilot and these repairs will take about an hour. If the balloon was not punctured, the skies are relatively clear and approaching the Drain for a landing is easily managed.
Punctured balloon: this should be presented to the PCs in a fast, rapid-fire narrative, giving the PCs little or no time to respond.
The balloon is losing height but is hard to tell how fast. The pilot is aware of the problem and is in deep concentration, ignoring anything else going on.
The Drain is approaching rapidly, but it doesn’t look like the balloon is going to make it over the edge. The wind whistles by your ears, and is quickly drowned out by the sounds of crashing water as the gondola just clears the edge of the drain. Blackness envelops everything instantly, and the noise is extremely loud. The balloon now stops its sideways travel and all you feel is downward motion. As your eyes just start adjusting to the twilight within the Drain, the pilot yells above the whistling wind to “HANG ON!”. The gondola hits, hard, and falls onto its side, spilling its human cargo.
No balloon punctures: The descent should be relatively leisure, give the PCs plenty of time to make any necessary landing preparations.
It is obvious that there is no place to set down outside of the Drain. Though the Drain itself looks dark and forbidding, you can see what appears to be land down inside the Drain.
As you descend past the mouth of the Drain the atmosphere takes on a bright scintillating look and the moisture in the air is obvious. The noise of crashing waves and falling water pounds at your ears, but remarkably reduces to a low dull roar just after descending beyond the mouth of the Drain.
The ground that was seen from above the surface appears to be some kind of island sitting in the center of the Drain, some 100 feet across. It definitely looks man made. There will be no problem setting down on the small land mass and at touchdown, the light in the Drain is something like a twilight. There are many shadows, and some seem to have no source.
The narrative for both landing situations:
A closer inspection can now be made of the surroundings. The island is almost perfectly round and flat on top. There is a hole in the ground some 10 feet from the edge. The hole is an opening to the top of a spiral staircase going down.
The stairs descend some 50 feet into what appears to be solid rock. At the bottom of the stairs is a 20-foot wide corridor leading some 100 feet forward and ending in what appears to be a large room. The light in the place is coming from small globes that are strewn about at random along the ground. There are a few obvious doors in the walls of the corridor. You hear chanting coming from the room at the end of the corridor.
If the PCs investigate the lights:
The globe is smooth and is about the size and weight of a billiard ball. The material is somewhat translucent, giving off a soft blue-white glow that appears to come from within. There is no obvious source for the light. There seem to be many of these things strewn about in an apparently random manner, though they tend to be near the walls allowing for safe passage down the corridor.
It may be intended for the PCs to take a few of these globes. (see 7.0 Conclusions)
If the PCs investigate the two or three doors off of the main corridor they will find mundane living quarters and other necessary rooms for generally civilized living (kitchen, storage, water closet, etc). It will be noted that the place is clean, tidy, and the globes are pretty much in all rooms and are apparently meant for general lighting throughout.
As you approach the room at the end of the corridor, it is obvious that it is a large room, and the floor appears to have lines painted on it, or etched within it. The chanting gets louder and is coming from Steven. Steven is standing in an area just to the side of the symbols on the floor off to your right and is facing what appears to be a huge ball of energy floating in the middle of the room. Though there is no heat or any strong light coming from the ball of energy, you can feel it like static electricity. It is very powerful and makes your very skin prickle. There is no obvious support or containment of the energy. To your left, you see the Artifact Shop proprietor. The proprietor is dressed in long dark purple robes with a few symbols on it and is standing at what appears to be the edge of the symbols on the floor furthest away from the ball of energy. It now seems obvious that this individual is a Thaumaturgist.
6.0 The Symbol Room
“Welcome to my humble laboratory. Please meet some of my friends.”
The Thaumaturgist snaps his fingers and a hideous, vicious looking beast, half the time walking on all fours and half the time walking on hind legs, shuffles out of the shadows behind him.
A giant of a man, if a man it can be called, takes a stride from the shadows to the side of the Thaumaturgist. The “giant” is carrying a huge club.
“I am impressed with the efficiency of the Organization. I had thought I stalled my discovery for several weeks yet. No matter, the plans have been set into motion and they can not be stopped.”
The Thaumaturgist is feeling rather egotistic at the moment, wanting to gloat over his great construct. If the PCs ask any questions concerning the symbol machine or the Thaumaturgist’s plans, the Thaumaturgist will be more than happy to supply accurate details. The Thaumaturgist’s plan is to gloat, command his Ogre and Brag servitors to kill the PCs, and leech the stamina from his Imp to teleport away leaving the Imp to also join in the combat. In his mind, even if some of the PCs survive, they will be unable to comprehend the machine, and therefore be unable to do anything about it.
The following are the facts concerning the Thaumaturgist’s plans and the symbolic machine. The GM should use this information and any color s/he wishes to add to answer the PCs’ questions. In general, either when the PCs are done asking questions, or the PCs start to go on the offensive, the Thaumaturgist will teleport out. The Thaumaturgist should be allowed to successfully complete the teleport unless the PCs pull off something extraordinary. After all, we want a Master Nemesis for the future. (see 7.0 Conclusions)
The Machine - The symbolic machine is an accumulator of magical energy. - The energy is contained in the large round “symbolic” containment vessel (a) and can be piped/routed to different areas through the “symbolic ” pipes. - The magical energy is collected by the “symbolic” collector (b). - Any magical energy can be contained and manipulated, but the Thaumaturgist has filled the machine with malevolent energy, collected from the failed castings by the students that were kidnapped. After the students stopped failing so often they were given to the Ogre and another student was sought. - The energy is built up to outstanding proportions by feeding the energy through the “symbolic” amplifier © and routing it back to the containment vessel. The vessel is currently at its limits of containment. - The “symbolic” nozzle (d) directing the effluent of the machine is focused upon an etching of a map of London (e) upon a solid stone slab. This map “symbolically” represents the target. - Flow is directed and controlled within the machine by “symbolic” gate valves represented by small stone slabs (f) sitting in the machine at various places. - For relief as well as feedback of amplified energies the “symbolic” feedback line (g) is used.
Figure 2 - The GMs map of the symbolic machine.
a. containment vessel
b. energy collector
e. map of London
f. gate valves
g. feed back line
h. entrance to the room
The big picture plan is to reduce the greater London metropolis to a primitive, barbaric, disease infested wasteland. This is accomplished by directing the malevolent energy directly on London through the map. The combination of the machine and the map has been magically enhanced to bring about the desired result.
The Thaumaturgist has discovered that the magic lost by a failed casting is actually collectible and malevolent magic. The students “practice” spell invocation in a special collection area so that all of the magic from failed castings is collected. Of course, the apprentice is given casting tasks that have high probabilities of failure and the students are selected because they are incompetent in The Art.
The following are facts that will not be obvious or revealed directly to the PCs:
- Steven is in a deep trance, and if shaken or in any other way disturbed, he will fall unconscious.
- If the PCs attempt to cast magic from the area around the entrance to the room, the spell, whether it succeeded or not, is “sucked” into the collector of the machine. The spell may have a chance to effect Steven as he is standing directly at the inlet to the collector.
- If any living thing falls fully within the containment vessel or across any pipe currently carrying magic, that being will receive severe burns. The burns will do 1D10 stamina with the lethality of 2 for every minute exposed to the energy. The only available blocking agent is the small stone slabs (f) acting as gate valves on different pipe sections. The description should be something like:
As you slip into the confines of the symbolic machine representing the containment vessel, there is an instant wave of searing heat that envelopes your body. The pain is excruciating. You smell flesh beginning to cook and hair singing. You see blisters beginning to form.
Also, if the PC is familiar with The Art:
It as if you were instantly filled to overflowing with magical energy. But this energy is bad, tainted. Your very nervous system is screaming at the painful overload. Its almost as if you are feeling internal organs attempting to shrink back from the malevolent force running like wildfire through your body.
If the area is more localized, for instance just the arm, then the description should focus on that area. However, if the unfortunate is familiar with The Art, then the effects for the entire body apply. No matter how much or who is exposed, all victims of direct contact will have severe headaches for hours after contact.
The amplification process is hard to control for two reasons: (1) all of the symbolic components of the machine have limits as to the amount of magical energy they can contain, a sort of magical pressure; (2) the amplifier itself is controlled only by the input gate valve. (which is conveniently missing)
The Ogre can be easily recognized for what he is, but this Ogre is unusual in that he is somewhat intelligent and does have basic knowledge of the machine. He will not step into any area of the machine that obviously has energy in it. (the GM should make a note of mentioning how “the giant man/Ogre is skirting” or “ avoiding stepping” on various portions of the machine; however, do not make it too obvious.
If the Ogre is damaged close to death, he will run.
If the Imp sees one of the others fall, the Imp will run.
The Brag will fight to the death. The Brag will attempt to use it’s transforming abilities in the most effective way possible in an attempt to dispatch the PCs.
Thwarting the Plan
Once the PCs have defeated the enemy(?) the next item on the agenda is stopping the machine. If the PCs were not overly aggressive and paid attention to hints earlier (Dr. Smythe) in the adventure, they should have enough information to be able to come up with a viable plan. The intent is to cause the machine to “feedback” upon itself, through the amplifier, back into the containment vessel. This will cause the vessel to burst. Unfortunately, this will also cause a tremendous explosion. The PCs should be allowed time to escape - barely.
Figure 3 - This is the players’ map of the symbolic machine. This map should not be presented to the players until they are to the point of attempting to shut down the machine.
Figure 4 - This map along with the following explanations show the results of various manipulations of the components of the machine.
A - If this slab is removed there will be a breach of the energy within the containment directly into the people space. If the PCs immediately run, they will each only receive damage as if spending one minute within the containment vessel. This solution will drain the vessel of all energy within one week. The resulting storms caused by the release of the energy from the Drain will reach the mainland, will be of hurricane proportions, and will last for 3 days. The PCs had better hope they reach the mainland within hours of the breach, or the balloon will be downed by the brewing storm. There is no chance of the PCs putting the slab back, physically or otherwise, unless one of them is willing to sacrifice themselves. The breech will kill the hero. If the slab is replaced with the sacrifice of a PC, the other PCs are back to square one.
B - This will also cause a breach, but of a much smaller proportion. This pipe was intended for sampling of the contained energies for examination and experiments and is therefore very small in “diameter” (width). This breach is easily re-shut, with no ill effects if done immediately. However, while the valve is open, if anyone walks within 10 feet of the end of the pipe, that individual will take a nasty cut at the ankles as if by a saber. The stream of energy is almost focused here and forms a jet of energy. If something other than the ankles are exposed, to about one foot off of the floor, this could be deadly. If the breach is allowed to remain open the effects will be as breech A, except the time duration for effects will be tenfold. I.E. instead of taking damage each minute, the PCs will take damage at the end of every 10 minutes.
C - This is the correct choice, though at first, it will not seem so. The slab must be moved from the bypass line and shoved into the nozzle line. When the slab is removed from the bypass, there will be a small maelstrom type energy storm within the machine as the construct is attempting to readjust to the suddenly different pressures - the energy contained under high pressure is fighting to get out of the containment vessel through the bypass as well as through the amplifier, and the energies from the amplifier are trying to go down the bypass as well as out the nozzle. The result will appear to be an increased flow from the nozzle onto the map. This is, in fact, the case. The PCs should be hurrying at this time to stop the flow from the nozzle.
As the last slab is slid into place the energy can actually be seen to course through the pipes of the machine. It throbs and pulses as if with a life of its own. The feeling you get is of growing, and indeed the energy levels appear to be building as the energy races from the vessel, through the amplifier - growing more intense in its presence - and back to the containment vessel through the bypass line, only to do it again. You can almost hear the vibration of the energy. It doesn’t look like the vessel will hold much longer.
Is there a conclusion? There is a satisfactory resolution to the problems presented to the PCs. However, it should be stressed that if you plan on using this module in a larger campaign, the bad guy should get away, though maybe not unscathed.
The light globes, or at least a number of them, may actually be scrying items constructed by the Esteemed Order, for the very purpose of having unwary adventurers pick them up and distribute them among the influential peoples of England. Thereby allowing the Esteemed Order to look in occasionally on where-ever the globes happened to be placed.
And the Drain does not have to be destroyed by the explosion of the symbolic machine. After all, the PCs do not know what is beyond the wall made by the sheets of falling water from the edge of the Drain. The water has to be going somewhere.
And as for the Unseelie? Any interrogation on the part of the Seelie court will yield “We have no idea what you are talking about!”.
Assuming the machine was stopped, the PCs should get the feeling of extreme satisfaction with their performance from those they encounter afterward, as saving London is no small matter.
Steven will remember little, and it will be found later, after a thorough exam, that he can never use magic again. It is as if he was “burnt out”. Steven will say that Raymond (as he new the Thaumaturgist) promised a full apprenticeship.
Raymond, the Thaumaturgist
Raymond is a member of the Esteemed Order of Thaumaturgists, and also the proprietor of The Artifact Shop. Raymond, which is not his real name, is somewhat egotistical, and very confident in his abilities. He is a sorcerer of no small standing and is the discoverer of a new branch of The Art that deals with “symbolic” structures. The machine he built is a direct result of his studies and his desire for recognition and respect in the Esteemed Order. He does not really believe his skills are up to the downfall of England in its entirety, but by starting with the destruction of London, the council members of the Esteemed Order will listen and seriously consider his further plans for conquest. Who knows, maybe even a seat on the council.
Raymond is 5 feet 10 inches, light complexion, light brown hair with a little red. Otherwise, the only other feature that stands out is he is missing his entire little finger on the left hand.
|Stamina: 11||Body: 6|
- The Art (Lea)
- Wizardry (Lea)
- Engineering (Lea)
- Faerie Lore (Int)
- Latin (Lea)
Jale, the Ogre
Jale has sworn allegiance to the Thaumaturgist in exchange for intelligence. Jale is actually an experiment that Raymond is conducting on the intelligence levels of Faerie and the adjustments thereof. Jale’s intelligence is in fact above normal for an Ogre.
Treat Jale, including description, just as outlined in the FQC universe book, except he is machine smart - he knows that the machine can kill him if he steps in the wrong places, and he knows how to identify those places.
|Stamina: 15||Body: 12|
Known Glamours: none
Known Skills: wrestling
The brags are companions of each other and perform services for the Thaumaturgist for a price. As of late, the price demanded and paid has been the students no longer needed. If the GM is running this adventure in a campaign, the past students given to the Brags may not all be dead.
|Stamina: 18||Body: 4|
Known Glamours: conceal, transform (see description in FQC)
Known Skills: none
Damage: 1d6/L2 (claws)
This Imp has been forced into servitude to Raymond through sheer willpower. The Thaumaturgist has little concern for the Imp except as a stamina battery. Raymond even refuses to acknowledge the Imp by its name, referring to it as “Imp”.
The Imp is bound to serve the Thaumaturgist, but will not be giving its life for him.
Spirit found anywhere
|Stamina: 11||Body: 2|
Known Glamours: none
Known Skills: alchemy, divination, wizardry